﻿Shader "Custom/NewSurfaceShader" {
	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_MainTex ("Albedo (RGB)", 2D) = "white" {}
		_Glossiness ("Smoothness", Range(0,1)) = 0.5
		_Metallic ("Metallic", Range(0,1)) = 0.0
        _Bump ("Bump", 2D) = "bump" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		
		CGPROGRAM
		// Physically based Standard lighting model, and enable shadows on all light types
		#pragma surface surf Standard fullforwardshadows
		//#pragma surface surf CustomDiffuse

		// Use shader model 3.0 target, to get nicer looking lighting
		#pragma target 3.0

		sampler2D _MainTex;
        sampler2D _Bump;    

		struct Input {
			float2 uv_MainTex;
            float2 uv_Bump;
		};

		half _Glossiness;
		half _Metallic;
		fixed4 _Color;


		void surf (Input IN, inout SurfaceOutputStandard o) {
			// Albedo comes from a texture tinted by color
			fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Normal = UnpackNormal(tex2D(_Bump, IN.uv_Bump));
			o.Albedo = c.rgb;
			//o.Albedo = _Color.rgb-c.rgb;	//反色
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;
			o.Smoothness = _Glossiness;
			o.Alpha = c.a;
			//o.pos = nul(UNITY_MATRIX_MVP, v.vertex);
		}
		ENDCG
	}
	FallBack "Diffuse"
}
